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1.
Ambidexterity, defined as the capability to simultaneously explore knowledge to identify new market opportunities and exploit knowledge to capitalise on a firm’s existing niches, is considered to be crucial in today’s competitive marketplace. However, there is relatively limited research on how such a capability can be developed, and even less on the role of IT-enabled practices in promoting this. Drawing on the strategy-as-practice perspective, we investigate how interrelationships amongst practitioners, IT-enabled practices and praxis create a particular site of practice. More importantly, we consider how a site gets shifted over time through the emergence of changes in the interrelationships between IT-enabled practices and practitioners, stimulated by on-going praxis. Building on the findings derived from a case study of DaM,1 the leading ticketing company in China, we explain how the phenomenon of site-shifting can provide a useful conceptual lens for explaining ambidexterity. In doing this, we bring to the fore the importance of IT in achieving an ambidexterity capability.  相似文献   

2.
A appropriate bottom-up rule system can support the sustainability of common-pool resources such as forests and fisheries. The process that leads to the developments of such institutional settings requires the considerations of multiple social, physical, and institutional factors over long time horizons. In this paper, we present the SONICOM model as a general exploratory model of CPR systems. The model can be configured to represent different CPR systems in order to explore what kind of institutional settings result in stable systems, i.e. situations where the resource and the appropriators are in a state of well-being. We use a large-N-dataset of CPR management institutions to validate the model. The results show numerous correlations between various parameters of the system such as rule compliance, social influence and resource growth rate which help explaining the process of institutional emergence as well as unveiling the conditions under which systems are stable.  相似文献   

3.
In 1995, Watts Humphrey introduced the Personal Software Process in his book, A Discipline for Software Engineering (Addison Wesley Longman, Reading, Mass.). Programmers who use the PSP gather measurements related to their own work products and the process by which they were developed, then use these measures to drive changes to their development behavior. The PSP focuses on defect reduction and estimation improvement as the two primary goals of personal process improvement. Through individual collection and analysis of personal data, the PSP shows how individuals can implement empirically guided software process improvement. The full PSP curriculum leads practitioners through a sequence of seven personal processes. The first and most simple PSP process, PSPO, requires that practitioners track time and defect data using a Time Recording Log and Defect Recording Log, then fill out a detailed Project Summary Report. Later processes become more complicated, introducing size and time estimation, scheduling, and quality management practices such as defect density prediction and cost-of-quality analyses. After almost three years of teaching and using the PSP, we have experienced its educational benefits. As researchers, however, we have also uncovered evidence of certain limitations. We believe that awareness of these limitations can help improve appropriate adoption and evaluation of the method by industrial and academic practitioners  相似文献   

4.
We show how the tree-automata techniques proposed by Lugiez and Schnoebelen apply to the reachability analysis of RPPS systems. Using these techniques requires that we express the states of RPPS systems in a tailor-made process rewrite system where reachability is a relation recognizable by finite tree-automata.  相似文献   

5.
New systems have been introduced that support the visualisation and sharing of personal digital data, but relatively little work has been done to establish how such systems support reminiscence and personal reflection. In this paper, we explore Intel’s Museum of Me, a tool that collates and presents Facebook data in the form of a virtual museum, by asking how such an automated biography might support personal reflection and a process of life review. We supported users in their creation of personal virtual museums and interviewed them about their experiences, using a theoretical framework that highlighted the importance of personal narratives and life review in identity formation and psychological well-being. Our participants enjoyed the experience and welcomed the opportunity for reminiscence, but considered their resulting videos to be rather shallow representations of self, reflective of some of the more trivial exchanges and relationships that can come to dominate social media. We argue that social media in its current form is not well suited to support a meaningful life-review process.  相似文献   

6.
《Ergonomics》2012,55(8):1147-1159
Abstract

Some of the needs of continuing medical education (CME) in Third World countries are described. The potential of hypertext-based computer-assisted instruction (CAI) to meet these needs are discussed and compared to a more traditional expert system type approach to CAI. A prototype hypertext CAI system in such an application area—the Liverpool Anaemia Guide System (LAGS)—is described and its use evaluated by a small sample of Third World medical practitioners. It is concluded that systems such as LAGS may make a valuable and cost effective contribution to Third World CME programmes.  相似文献   

7.
Abstract   Practice-based education is gaining a growing popularity in fields as diverse as, for example, software engineering, pedagogy and medical studies. In practice-based education learning takes place across different learning arenas and requires cooperation among all the actors involved in the learning process. However, mobility of students across these arenas impact deeply on cooperation patterns, and therefore on the learning process. In this paper we investigate the usage of shared display systems to promote cooperation among students in practice-based education. Our focus is on teacher education and the paper is based on our experiences with the teacher education programme at our university. Based on our observations of students out in practice, we discuss the importance of common spaces and the role of bulletin boards of different types. We then define high-level requirements for a shared display system to support practice-based education and we illustrate the main concepts with a demonstrator. Strengths and weaknesses of our approach are pointed out through an evaluation of the demonstrator.  相似文献   

8.
In all parts of organisations there flourish developments of different new subsystems in areas of knowledge and learning. Over recent decades, new systems for classification of jobs have emerged both at the level of organisations and at a macro-labour market level. Recent developments in job evaluation systems make it possible to cope with the new demands for equity at work (between, for example, genders, races, physical abilities). Other systems have emerged to describe job requirements in terms of skills, knowledge and competence. Systems for learning at work and web-based learning have created a demand for new ways to classify and to understand the process of learning. Often these new systems have been taken from other areas of the organisation not directly concerned with facilitating workplace learning. All these new systems are of course closely interrelated but, in most organisations, a major problem is the severe lack of cohesion and compatibility between the different subsystems. The aim of this paper is to propose a basis for how different human resource systems can be integrated into the business development of an organisation. We discuss this problem and develop proposals alternative to integrated macro-systems. A key element in our proposition is a structure for classification of knowledge and skill to be used in all parts of the process. This structure should be used as an added dimension or an overlay on all other subsystems of the total process. This will facilitate a continued use of all existing systems within different organisations. We develop Burge's (personal communication) model for learning to show that learning is not a successive linear process, but rather an iterative process. In this way we emphasise the need for greater involvement of learners in the development of learning systems towards increased usability in a networked system. This paper is divided into two parts which are closely related. The first part gives an overview of the lack of compatibility between the different subsystems. In this first part we note two paradoxes which impact learning and for which we propose solutions. The second part deals with 'usability' aspects of these competency-related systems; in particular, usability in e-learning systems. In this second part we describe an example of a new organisational structure. We conclude by discussing four key concepts that are necessary conditions for organisations to address when developing their human capital. Establishing these conditions helps ensure compatibility and usability in e-learning systems.  相似文献   

9.
Information systems (IS) are strategic in so far as they are used to realize strategic intent. Yet, while much has been said about aligning IS functionality with the strategic intent and how to organizationally implement strategically aligned systems, less is known of how to successfully implement strategic change associated with system use – a truly critical challenge within strategic IS implementation. Drawing on a strategy-as-practice perspective we address this gap by developing a multi-dimensional view of IS strategy, conceptualizing three key challenges in the IS strategy process, to explain how and why a paper mill, despite successfully implementing a strategic production management system, failed to produce intended strategic change. We call this outcome strategy blindness: organizational incapability to realize the strategic intent of implemented, available system capabilities. Using a longitudinal case study we investigate how cognitive rigidity of key actors and fixed, interrelated practices shaped the implementation of the new production system. We also identify core components and dynamics that constitute a richer multi-dimensional view of the IS strategy implementation (alignment) process. In particular, we identify three salient factors that contribute to strategy blindness – mistranslation of intent, flexibility of the IT artifact and cognitive entrenchment – and discuss how they affect strategic implementation processes. We conclude by discussing implications of our findings for IS strategy theory and practice, especially the contribution of strategy-as-practice to this stream of research.  相似文献   

10.
It is difficult to be aware of the personal context for providing a mobile recommendation, because each person's activities and preferences are ambiguous and depend upon numerous unknown factors. In order to solve this problem, we have focused on a reality mining to discover social relationships (e.g., family, friends, etc.) between people in the real world. We have assumed that the personal context for any given person is interrelated with those of other people, and we have investigated how to take into account a person's neighbor's contexts, which possibly have an important influence on his or her personal context. This requires that given a dataset, we have to discover the hidden social networks which express the contextual dependencies between people. In this paper, we propose a semiautomatic approach to build meaningful social networks by repeating interactions with human experts. In this research project, we have applied the proposed system to discover the social networks among mobile subscribers. We have collected and analyzed a dataset of approximately two million people.  相似文献   

11.
Representing personal consumption is important to a range of expert decision makers in academic, government and corporate settings. We cite the possible contribution of studying a system model of the use of information in personal consumption when agents are members of a small world network. Information has properties in non-rival borrowing and sensitivity to network memberships that individual agents do not typically include in heuristics they use in budget allocation. We use computational methods to show how an expert system in which a super agent using a model that includes properties of information and network parameters can define welfare maximizing allocation and policy to bring the allocation of individual agents closer to a welfare-maximizing allocation. Implications of systems with the dynamics we propose for representing demand-side management in expert systems are noted.  相似文献   

12.
13.
《Ergonomics》2012,55(12):1957-1986
The paper starts by discussing some of the historical background to the design of systems and the development of systems thinking, from the perspective of Ergonomics. This is followed by an attempt to describe the likely future for systems design and operation; critical points being that these systems will interoperate with other systems; they will be long-lived; and we cannot afford for them to fail. This leads on to a discussion of complexity and its effects. The paper then goes on to discuss how and why Ergonomics practitioners should be interested in these effects. This includes dealing with intrinsic complexity (inherent in the purposes of the system) and induced complexity (introduced by the the organization, process design and operation of the system), the significance of trust, shared situation awareness and sense-making, the need for excellent communications, the importance of knowledge, experience and governance. Finally, a brief section, pointing to other sources, outlines possible approaches for designing these future systems.  相似文献   

14.
Abstract. Much of our prior knowledge of information systems (IS) usage is based on utilitarian systems such as personal productivity software and organizational applications. However, new generations of systems, such as online video games (OVGs), have since emerged that aim at enhancing users' hedonic outcomes like entertainment rather than utilitarian outcomes such as productivity. Prior models of utilitarian system usage provide a limited understanding of one's usage of hedonic systems, given the motivational differences between using these two types of systems. Theoretical modifications instead are required to extend the current models to hedonic systems. Expanding the research on attitude theories, we propose an initial model for usage of interactive hedonic systems, replacing perceived usefulness and perceived ease of use with perceived enjoyment and social image as the core cognitive drivers of usage, and further linking these beliefs to different technological attributes. The initial model is empirically validated using a survey of OVG usage among 485 student subjects. For IS usage research, this paper proposes and validates one of the earliest usage models of hedonic systems. For practitioners, this study provides some guidelines for manufacturers of hedonic systems on how to derive the most return on their system development efforts.  相似文献   

15.
Abstract. Systems development research shows that practitioners seldom follow methods and that the competencies required for successful development of computer‐based systems go well beyond those represented in contemporary methods. These insights make us question the role that methods should play in educating would‐be developers. Pedagogical theories, such as situated learning and double‐loop learning, complement these insights. Integrating the two, we argue that students need to complement the simplified accounts that methods express, with reflections on methods‐in‐use and on development practice in general. We present operationalizations of this idea in two quite different academic settings. Based on a retrospective analysis of our experiences in these settings, and a comparison and evaluation of the two approaches, we propose a number of lessons that can be used to improve the education of would‐be developers.  相似文献   

16.
Many firms have implemented enterprise resource planning (ERP) systems in the past few years. The expensive nature of these systems requires that effective usage of these systems be attained in order for an organization to derive the expected benefits from the technology. This study looks at the influence that perceived usefulness, user involvement, argument for change, prior usage and ease of use have on the behavioral intention to use an ERP system. A mail survey was used to collect data in an organization that was implementing an ERP system. A total of 571 responses were obtained. The results indicate that users perception of the perceived usefulness, ease of use of the technology, and the users’ level of intrinsic involvement all affect their intention to use the technology. The results seem to suggest that managerial efforts aimed at increasing the users’ perceptions of the usefulness and personal relevance of the technology will contribute to implementation success, where success is defined as effectual usage of the technology. The paper ends with possible extensions to this study.  相似文献   

17.
Given a control system and a desired property, an abstracted system is a reduced system that preserves the property of interest while ignoring modeling detail. In previous work, abstractions of linear and nonlinear control systems were considered while preserving reachability properties. In this paper, we consider the abstraction problem for Hamiltonian control systems, where, in addition to the property of interest we also preserve the Hamiltonian structure of the control system. We show how the Hamiltonian structure of control systems can be exploited to simplify the abstraction process. We then focus on local accessibility preserving abstractions, and provide conditions under which local accessibility properties of the abstracted Hamiltonian system are equivalent to the local accessibility properties of the original Hamiltonian control system.  相似文献   

18.
It is widely acknowledged that adopting a socio-technical approach to system development leads to systems that are more acceptable to end users and deliver better value to stakeholders. Despite this, such approaches are not widely practised. We analyse the reasons for this, highlighting some of the problems with the better known socio-technical design methods. Based on this analysis we propose a new pragmatic framework for socio-technical systems engineering (STSE) which builds on the (largely independent) research of groups investigating work design, information systems, computer-supported cooperative work, and cognitive systems engineering. STSE bridges the traditional gap between organisational change and system development using two main types of activity: sensitisation and awareness; and constructive engagement. From the framework, we identify an initial set of interdisciplinary research problems that address how to apply socio-technical approaches in a cost-effective way, and how to facilitate the integration of STSE with existing systems and software engineering approaches.  相似文献   

19.
Thanks to the advancements in ubiquitous and wearable technologies, Personal Informatics (PI) systems can now reach a larger audience of users. However, it is not still clear whether this kind of tool can fit the needs of their daily lives. Our research aims at identifying specific barriers that may prevent the widespread adoption of PI and finding solutions to overcome them. We requested users without competence in self-tracking to use different PI instruments during their daily practices, identifying five user requirements by which to design novel PI tools. On such requirements, we developed a new system that can stimulate the use of these technologies, by enhancing the perceived benefits of collecting personal data. Then, we explored how naïve and experienced users differently explore their personal data in our system through a user trial. Results showed that the system was successful at helping individuals manage and interpret their own data, validated the usefulness of the requirements found and inspired three further design opportunities that could orient the design of future PI systems.  相似文献   

20.
Controls are widely regarded as a key factor in driving high performing organisational processes. However, because of ongoing changes within information systems (IS) processes, control modifications are commonly required in order to maintain performance levels. Although past research recognises the ongoing benefits derived from successful control changes, there is a limited understanding of the actual steps taken by organisations, particularly with regard to avoiding negative performance implications such as process delays or employee resistance. This research draws on empirical data from six case studies to propose a new process model that depicts the interconnected steps involved in control changes. Our findings suggest that the sources of IS control change may be more diverse than most past research suggests and that control changes within non‐project‐oriented processes (e.g. enterprise architecture) present additional challenges in comparison to project‐oriented processes (e.g. systems development). Insights from this research can aid practitioners in streamlining control changes as a means to improve effectiveness, whilst also contributing to research by uncovering an enhanced understanding of why and how control changes are made in IS processes.  相似文献   

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